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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6811514" data-attributes="member: 6787650"><p>Sure. That, or else lateral thinking/full-on Combat As War where instead of fighting the enemy you instead knock on the doors and offer to join them for a fee, and after three weeks of politicking/assassination/betrayals you are somehow now in command of the enemy army and can just march it straight into a meat grinder while your troops cheer your bravery. Personally I'm not so good at the latter kind of genius (I'm more tactical than truly strategic or insightful) and that kind of thing is hard to talk about on the Internet anyway because it's so situational and NPC-/DM-dependent.</p><p><strong></strong></p><p><strong>Anyway, even if you try to address it through purely military means:</strong> I wouldn't call that multiple encounters--I'd call that one giant encounter which the players spend all session on--but regardless of what you call it, hit-and-run is a valid approach to whittling away a superior force in D&D. You need good mobility and ranged support to make it work, but it's quite viable. Adventurers are usually better than monsters at mobility and ranged combat anyway, and they're more resilient than NPC mooks, so one way or another there's usually a way to attain local superiority against anything smaller than company-sized elements. In my experience and opinion.</p><p></p><p>If the enemy force is just plain superior to you in all respects, either cut your losses and run, or if it's really important, stand and fight or die trying. "On death ground, fight!"</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6811514, member: 6787650"] Sure. That, or else lateral thinking/full-on Combat As War where instead of fighting the enemy you instead knock on the doors and offer to join them for a fee, and after three weeks of politicking/assassination/betrayals you are somehow now in command of the enemy army and can just march it straight into a meat grinder while your troops cheer your bravery. Personally I'm not so good at the latter kind of genius (I'm more tactical than truly strategic or insightful) and that kind of thing is hard to talk about on the Internet anyway because it's so situational and NPC-/DM-dependent. [B] Anyway, even if you try to address it through purely military means:[/B] I wouldn't call that multiple encounters--I'd call that one giant encounter which the players spend all session on--but regardless of what you call it, hit-and-run is a valid approach to whittling away a superior force in D&D. You need good mobility and ranged support to make it work, but it's quite viable. Adventurers are usually better than monsters at mobility and ranged combat anyway, and they're more resilient than NPC mooks, so one way or another there's usually a way to attain local superiority against anything smaller than company-sized elements. In my experience and opinion. If the enemy force is just plain superior to you in all respects, either cut your losses and run, or if it's really important, stand and fight or die trying. "On death ground, fight!" [/QUOTE]
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6-8 Encounter Adventuring Day as the Key to Combat as Sport/War in 5e
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